Maximum Apocalypse: Wasted Wilds
Maximum Apocalypse: Wasted Wilds Rulebook
Table of Contents
Table of Contents
Survivor Overview
Driver
The Driver is an impulsive ex-stuntwoman who relies on her adrenaline to get her through tough situations. She comes with her own custom car that can mow down monsters and can even move the Van tile for easier escapes.
Chef
The Chef is a support class who uses his knowledge of the kitchen to aid his fellow survivors. If you get the Chef some food, he can whip up some amazing meals. His Knives aren't just for cutting up food, he is quite deadly with them.
Thief
The Thief is a stealthy rogue who evades danger and strikes from the shadows. She grows in strength as she makes her way through her 50 card survivor deck, tripping up and avoiding monsters until she can set up crucial assassinations.
Contractor
The Contractor is a strong warrior with a big appetite. He can devastate monsters with his sledgehammer and his innate ability allows him to barricade tiles which prevent monster spawns.
If a monster were ever to spawn on a tile with a barricade, instead remove the barricade token.
Game Setup
1. Pick Survivors
Before we get into Mission 1, each player must decide which survivor they are going to play.
Once survivors are chosen, players should claim their survivor's figure (or standee), deck, character card, health dial and a hunger die. There are also player reference cards that can be distributed.
Each player should then setup their play area by placing their Survivor character card faceup in their player area. Set their Health dial to the health displayed in the upper right of their character card. Then take a hunger die and set it to '1', this value represents a survivor's hunger level. Finally, each player should shuffle their Survivor deck, place it next to their character card and draw 4 cards to make up their starting hand.
Players will eventually place their figure (or standee) on the starting tile outlined in the mission. This is typically the Van/Camp tile unless otherwise specified by mission.
2. Select a Mission
Take the Mission Log and turn to Mission 1 of the Frozen Wilds campaign. Each Mission will layout your Objectives, the tiles used, the monster cards used, show you example map layouts and more.
After reading through the Mission's introduction, you will want to build the map with the tiles outlined in Mission 1 and note any additional setup instructions under Mission Setup.
3. Build the Map
Set aside the Van/Camp tile. Then, make a deck of the map tiles included in the mission. Shuffle the tiles and build the map by placing tiles facedown. Each mission will show you map examples, but feel free to build your own unique map as well. Each map tile must be adjacent to at least one other map tile. After the final map tile is placed, place the Van tile adjacent to a tile on the outer edges of the map (unless otherwise specified in the mission).
Each player can now place their survivor's figure (or standee) on the Van tile.
4. Build Monster Deck
Take the monster cards that relate to your mission and shuffle them together to form the Monster deck. The set a card belongs to can be found in the bottom right hand corner. Then, each player draws a monster card and attaches it to their character unless the mission specifies otherwise.
Monster cards stay attached to you (even if you move) until they are destroyed or drawn away via another card.
5. Organize Scavenge Decks
Take the Scavenge tray and Scavenge cards and separate them into the Fuel (Red), Food (Green) and Ammo/Gear (Blue) Scavenge decks. Shuffle each of these decks and place them into the correct spot on the Scavenge tray. Set the Scavenge tray off to the side of the map within easy reach of all players.
6. Set out Tokens
Take the plastic token tray and Spawn dice out of the box. Put them next to the map within easy reach of all players.
Scavenge cards
A. Card Type & Card Title — Every Scavenge card falls into the instant category except for Fuel which is equipped immediately as a free action or discarded.
B. Quick Reference — Scavenge cards are color coded to the deck they belong to for easy sorting.
C. Range of Effect — Short Range can only target players on your tile.
D. Card Effect
7. Set up the Clock board
Take the Clock board and set it out next to the map. Set the Clock dial to the symbol indicated in your selected mission (Mission 1 is Exposure).
For the first mission, you will only need the Cold Exposure deck. Shuffle and place the Exposure cards facedown on the Exposure spot of the Clock board.
Other missions will require you to add the Day/Night cards, Tribe cards, and use different Exposure decks. We will go into all of this in more detail as they are added in future missions.
8. Pick a Starting Player
Gameplay in Maximum Apocalypse is broken up into a series of turns. Now that we are ready to start playing, players will need to pick a player to start and hand them the Spawn dice. Play will then continue clockwise with each player taking a turn.
Each turn follows the same order:
- Spawn Monsters
- Advance Time
- Draw a Card
- Player Actions
- Monster Activation
- Hunger
- Check for Win
Mission 1 Setup
The diagram in the manual shows an example setup from Mission 3 which uses all the modules in the game. Mission 1 is setup exactly the same except you will not need the Day/Night cards or Tribe cards. You can leave these components in the box until you are told to use them.
Example Setup (Mission 3) — key
- The Clock Board
7A. Exposure Deck — For the Frozen Wilds campaign, you will be using the Cold exposure deck that has "Frostnip" as its back.
7B. Day/Night Deck — Shuffle the Day/Night deck and place it here with the Night side facedown. This deck is not used until Mission 3 of the Frozen Wilds campaign.
7C. Clock dial — When time advances, rotate the dial one step clockwise.
7D. Day/Night Deck Discard — When Night is triggered draw a card from the deck and place it here faceup in a discard pile.
7E. Tribe Card — The relevant Tribes in a mission should have their card placed below the board. Place a token on their current hostility level. Tribes are introduced in Mission 2 of the Frozen Wilds campaign.
Player Area — key
A. Survivor Discard Pile
B. Survivor Deck — If you need to draw a card and your deck is empty, your Survivor is eliminated.
C. Starting Monster — This monster is attached to the survivor and will activate at the end of that survivor's turn.
D. Character card
E. Equipped Gear — You have 4 storage slots. Gear cards use up your storage slots according to their storage cost.
F. Player's Hand
Playing the Game
On your turn, you will spawn monsters, advance the clock, draw a card, take 4 actions, increase hunger and then monsters will activate. Then play proceeds clockwise.
1. Spawn Monsters
Roll the two Spawn dice. Place a Monster token on any faceup map tile where the Spawn number matches the combined roll result. The maximum is 3 Monster tokens per tile; do not place any new tokens on tiles that already have 3 tokens.
If a player is currently occupying a tile, instead of adding a monster token to that tile, each player on that tile must draw a monster card. All players occupying a tile whose Monster Spawn matches the roll must draw a monster!
Map tiles — key
A. Scavenge Icon — This icon indicates which Scavenge decks (Red, Blue, Green) you can draw from when performing the scavenge action on this tile. If there is no symbol in the upper left, you cannot scavenge on the tile.
B. Spawn — When this number is rolled, monster tokens are placed on the tile.
C. Indoor Icon & Tile Name — Map tiles with the indoor icon are indoors and safe from Exposure.
D. Trigger — This is the condition which triggers the tile effect. In this example, you would trigger the Reveal effect when the tile was flipped over the first time.
E. Tile Effect — Nearly every location has some kind of effect. Some effects trigger when the tile is revealed, others are triggered when a player lands on the tile or ends their turn there.
2. Advance Time
There are no map tiles with a '7'. When a '7' is rolled, advance the Clock four spaces and trigger any events in order.
If a 7 was not rolled, advance the Clock 1 space and trigger any relevant events:
- Exposure
- Night
- Tribes
- Day
For the first mission, you will only need to worry about Exposure which we will cover a bit later.
3. Draw a Card
Draw a card from your Survivor deck to your hand.
If your deck is empty and you cannot draw a card, you are killed.
4. Player Actions
You must take 4 actions each turn. Select any combination of the actions listed below. You may do the same action several times, each time counting as 1 action.
- Move 1 space orthogonally.
- Draw a card from your Survivor deck.
- Scavenge: Draw a Scavenge card based on your current tile (if able).
- Play a card from your hand.
- Perform an action on a card in your play area.
- Parlay or Trade with a Tribe.
Move
Spend 1 action to move your figure (or standee) to any orthogonally adjacent map tile. You cannot move diagonally. When you move onto an unrevealed tile, reveal it and follow the text, if applicable.
For example, you reveal and enter a Bandit Camp tile, triggering its Enter effect. You must decide whether to take damage or discard an equipped gear card.
It is dangerous to enter tiles with monster tokens on them. If you enter a tile with Monster tokens and already have a monster attached to you, immediately draw a monster card for each token and remove the tokens from the tile.
If you enter a tile with Monster tokens and DO NOT have any monsters attached to you, you must pass a stealth test to sneak by them. If you want to purposely draw monsters to your character, you can skip this test and remove the token(s) and draw a monster card for each token on the tile.
Stealth Test
Roll the two Spawn dice. If your combined roll is less than or equal to your Survivor's Stealth, then you are successful. Each Monster token on the tile reduces your Stealth by 1. If your roll is higher than your Stealth, remove all the Monster tokens on the tile and draw a monster card for each token removed.
If the monster deck ever runs out, reshuffle the discard pile and form a new deck.
Draw
Spend 1 action to draw a card from your Survivor deck to your hand.
Scavenge
Spend 1 action to draw a card from a Scavenge deck based on the Scavenge icon of the tile that you currently occupy. You may Scavenge each tile once per turn.
Play a Card
Spend 1 action to play a card from your hand. There are two types of cards that you can play on your turn: Instant Actions and Gear.
Instant Actions
When you play an Instant Action, follow the card effect and discard the card to the correct discard pile. Your survivor cards go into your personal discard pile, but Scavenge cards should be discarded into the Scavenge discard.
Instant Action card — key
A. Instant Icon
B. Card Name
C. Range (if applicable)
D. Card Effect
Card Ranges
- Short Range: These cards can target and affect the tile that your character currently occupies.
- Midrange: These cards can target and affect the tile that you occupy and adjacent orthogonal tiles.
- Long Range: Target 1-2 tiles away from you but CANNOT target the tile that you currently occupy.
Gear Cards
When you play a Gear card, place the card into your play area. Gear typically gives you access to a new action or passive ability. If the Gear has starting ammo, place that many ammo (or fuel) tokens on the card when it is equipped (more info below).
Each piece of Gear has a storage cost and each character starts with a storage limit of 4. You cannot have Gear cards equipped that have a combined storage cost greater than your limit. If your total Gear exceeds your storage limit, you must discard Gear cards of your choice until you are no longer exceeding your storage limit.
You can only have one copy of a Gear card equipped at a time (Fuel is the exception).
Gear card — key
A. Storage Cost, Card Name
B. Starting Ammo (in Bullets or Fuel)
C. Range (if applicable)
D. Card Effect
Perform a Card Action
Spend 1 action to activate a card's Action: text in your play area. Your survivor has their own innate action, but you can also activate Gear cards that you have equipped.
If you use a Gear card with ammo on it, remove an ammo each time you use that card's action. If you run out of ammo tokens, the action on the card is no longer available to you.
Free Actions
Once per turn, you may perform each of the following actions for free:
- You may discard two of your Survivor cards from your hand to draw a new card from your Survivor deck.
- You may give/take/trade Scavenge cards with another player as long as you are on the same tile.
- You may play cards on an objective as a free action. Example: If you are on the Van tile, you may store any Fuel you are carrying on the Van. You can use the fuel tokens to mark the number of Fuel delivered. Remove the Fuel cards from the game.
After you have finished all of your actions, trigger any relevant End effects on cards or tiles.
5. Monster Activation
At the end of your turn, each monster attached to you activates starting from left to right. When a monster activates, they typically attack and deal damage to you and any other relevant targets in range of their attacks.
If a monster is stunned, it does not attack and instead becomes unstunned. If the monster is part of a Tribe they may act differently during activation (see Tribes below) depending on their hostility level.
Otherwise, the Monster deals its damage to you during its activation. If the monster has a range noted on the card, it deals every player in range its damage. Monsters are considered to be located on the tile of the player they are attached to.
Remember to note monster card effects. Many monsters' attacks and effects are further described here.
Example: if the Bear were attached to me and attacked, it would deal me 5 damage, any other players on the same space as me 5 damage and any other monster cards attached to me (or other players on the space) 5 damage because of the all targets text.
Monster card — key
A. Card Name
B. Starting Health
C. Attack Damage
D. Range (if applicable)
E. Card Effect
F. Monster Set (W: Wilderness)
6. Hunger
Increase your hunger by 1 by rotating your hunger die to the appropriate side. If you're already starving, increase your hunger damage level.
Starvation
When your hunger level reaches 6, you start suffering hunger damage. Flip over your Survivor character card and place the die at the top of the hunger track and suffer 2 damage. Every turn that you would increase your hunger, instead progress it down this hunger track and suffer the corresponding damage. As soon as you eat something or reduce your hunger level below 6, flip your Survivor character card back over.
Note that you lose access to your innate ability when starving and that your Stealth may change.
If you have any Status Effects such as poison or Exposure cards, make sure you have suffered damage from these as well.
Damage from Hunger and other Status Effects (poison, exposure, etc) is irreducible and unavoidable.
7. Check for Win
Check the mission objectives. If you have completed all the objectives, the game is over and you have won. Otherwise, this marks the end of your turn and play proceeds clockwise.
Combat
A post-apocalyptic world is a harsh place to survive and players will have to fight and deal damage with their cards to survive. Many cards have a Health and any card with Health is a valid target. When cards "deal damage" to a target, you will reduce the damaged card's health accordingly and assign damage tokens to it.
Remember that Players can attack monsters attached to other players as long as they are in range.
Whenever a target has suffered damage equal or greater than its Health, you will discard the card to the relevant discard pile.
Example: I am the Thief and play Assassinate and have 15 Instant Action cards in my discard pile. I can deal 15 damage to anything attached to me or attached to another player on my current space. I choose the Bear attached to me as my target and deal 15 damage to it. The Bear has 12 Health and has taken 15 damage so it is destroyed and placed in the Monster discard pile.
Example Turn
I am playing as the Chef and have a Wolf attached to me. My Knife and Frying Pan are equipped. My hunger is currently at 5 but I am at full health. My character is on a Gas Station (5) with the Thief on an adjacent Tundra tile. The Thief has another Wolf attached to them. The clock is at 1 step away from Exposure.
1. Spawn Monsters
I roll the dice to spawn monsters and roll an 8. I place a Monster token on the revealed Factory (8) and another token on the Van. Place Monster tokens on Tiles with an 8.
2. Advance Time
I advance the clock to Exposure, triggering Exposure! I am safe inside the Gas Station, but the Thief is outside in the Tundra and draws Frostnip. She will take 2 damage at the end of her next turn if she does not deal with that status effect.
3. Draw a Card
I draw a card and then proceed to take my 4 actions.
4. Player Actions
1st Action: I start by playing Herbs and Spices on the Thief to reduce her hunger by 2 and to remove the Exposure card.
2nd Action: I scavenge at the Gas Station and draw a card from the red deck; it is a Fuel. I have to immediately equip the Fuel as a free action or discard it based on the card's text. I decide to equip it and have only no storage slots remaining.
3rd Action: I play Painkillers on myself and suffer 3 damage. This will reduce my damage by 3 from monsters until the start of my next turn.
4th Action: I play Throw Knife to deal 6 damage to the Wolf attached to me and discard my equipped Knife. It has 1 Health left!
There are no End: effects in play that affect me.
5. Monster Activation
The Wolf attacks me for 5 damage, but my Painkillers reduces this to 2 damage. Taking short range damage activates my Frying Pan dealing the Wolf 3 damage and destroying it.
6. Hunger
I increase my hunger to 6, flip over my Survivor character card and take 2 hunger damage. I'm starving!
7. Check for Win
We have not yet completed all our objectives, so my turn ends. I have taken a total of 7 damage and have 19 health remaining.
Exposure
When Exposure is triggered (via an effect or by the Clock advancing past the Exposure spot on the Clock dial), each player on an outdoor tile will draw an Exposure card.
Example cards: Frostnip — End: Suffer 2 damage. Frostbite — -1 Lose 1 Storage.
If the player who is exposed doesn't have any other Exposure cards in front of them, they will place the Exposure card in their play area facedown by their Survivor character card. The Cold Exposure deck starts with "Frostnip - End: Suffer 2 damage."
If the player already has an Exposure card in their play area, they will place the Exposure card faceup. These effects stack so if a player had both Frostnip and Frostbite, they would have a storage capacity of only 3 and would suffer 2 damage from Frostnip at the end of their turn as well. Exposure cards are considered status effects so any cards that clear status effects will discard these cards.
End of Game
If a Survivor runs out of health or runs out of cards from their Survivor deck, they are eliminated. All monsters attached to that character are discarded and replaced with Monster tokens. Any Scavenge cards that character may have been carrying are considered to be at the location that they died (you can place these cards on the tile to be picked up by other players as a free action).
If all players are eliminated or if you go to place a Monster token and have run out of tokens, you lose!
To make the game more difficult you can also play that when any player is eliminated, the game is over. The game was balanced with this rule in mind.
Once you have completed all of your mission objectives, you win!
Saving Your Progress
At this point, you know everything you need to play through to the end of Mission 1 of the Frozen Wilds campaign. After you successfully complete it, you can continue on to Mission 2, or you can put everything back in the box to continue the campaign another time.
To save your game, place all of the map tiles for this campaign into the bottom of the Scavenge tray. Then, sort the Scavenge discard pile back into the red, green and blue decks. Place those decks over the tiles and then put the lid onto the Scavenge tray. Now you can return everything to the box.
Remember that next time you play, you are welcome to select a brand new survivor.
If you'd like to keep playing, though, let's move on to Mission 2!
Mission 2
And so, we move on to Mission 2! First, start by turning to Mission 2 in the Mission Log Book. Then, the setup will be largely the same as the setup in Mission 1, with a few exceptions:
- You will be shuffling together two different monster sets: Wilderness (W) and Norse (N) to create the monster deck.
- You will need to set out the Nordic Tribe card underneath the Clock board. Place a Hostility token on the "Angry" spot of the Tribe card.
This mission introduces Tribes. Tribes are more complex monsters that will act differently based on their hostility towards you.
Tribes
Tribe cards correspond to specific monster sets. There can be more than 1 Tribe in play. Each Tribe has its own individual Hostility towards you, represented by the track on the card: Allied, Trade, Wary, Angry, Irate, and Enraged. Monster cards associated with the Tribe will activate differently depending on their current hostility:
Hostile: Angry, Irate or Enraged
If a Tribe is Angry, Irate or Enraged, they act like a normal monster card. During their activation, they will attack every player in range and deal damage.
Suspicious: Wary
If a Tribe is Wary, they activate like a normal monster card. After attacking every player in range, they are discarded.
Friendly: Trade or Allied
If a Tribe is at Trade, they do nothing during their activation, but the Trade action becomes available (see below). If a Tribe is Allied, they deal their damage to a target in range of the player's choosing.
New Actions
New actions are available to you to interact with Tribes. In order to interact with a Tribe, a monster card associated with that Tribe must be within Short Range.
Parlay
As long as a Tribe is not Enraged, you may take the Parlay action: Spend 1 action and choose to discard a Scavenge card from your hand or an equipped Gear card to reduce that Tribe's Hostility by 1.
Trade
If you've gained a Tribe's trust and moved them to Trade or Allied, you may take the Trade action: Spend 1 action and discard a Scavenge card from your hand to draw a card from any Scavenge deck. Then discard the monster card in range that is associated with that Tribe and add a monster token to your tile.
Sacrificing Allies
Each time a monster card activates that would deal you damage, you may choose to have an Allied monster card attached to you take that damage instead. After applying damage to the Allied monster card, increase that Tribe's hostility by 1.
Example: The Norse Tribe is Allied with us. I have the following monsters attached to my Thief character. Everything is at full health and there are no other Wolves in play.
Monsters activate from Left to Right. The Barn activates first and I can do 2 damage to any target of my choosing. I choose the Wolf; it has 5 health remaining.
The Bear activates next and deals 5 damage to all the targets in range. Leaving the Barn with 3 health, the Geirolfr with 16 health, and kills the Wolf (it is discarded).
I choose to apply the damage to the Geirolfr attached and allied with me. The Geirolfr now has 11 health, while my Thief is still at full health. The Norse Tribe's Hostility increases by 1 taking them to Trade. The Geirolfr does not activate and the monster activation step is completed.
Tribe Cooldown
When the Clock triggers Tribe Cooldown, move all Tribe Hostility 1 space towards Wary.
Attacking and dealing damage to a monster card associated with a Tribe whose hostility is Wary, Trade or Allied, immediately increases that Tribe's Hostility by 1.
Tribe Example Turn
I am playing as the Thief and have no monsters attached to me. My hunger is currently at 2 and I have Grappling Hook and Binoculars equipped. My character is on the Van (8) with the Chef on an adjacent Gas Station tile. The Nordic Tribe is currently Wary to us.
1. Spawn Monsters
I roll the dice to spawn monsters and roll an 8. I place a Monster token on the revealed Factory (8) and draw a monster card since I am on the Van. Place Monster tokens on Tiles with an 8.
I draw an Elgr and must increase the Nordic Tribe's hostility by 1 to Angry.
2. Advance Time
I advance the clock to Tribe Cooldown, triggering Tribe Cooldown and move the Nordic Tribe to Wary.
3. Draw a Card
I draw a card and then proceed to take my 4 actions.
4. Player Actions
I'm still nervous about that Elgr and want to get rid of the card attached to me.
1st Action: I start by moving to the Factory. I have a monster attached to me so I cannot sneak past the monster token and draw a Wolf.
2nd Action: I scavenge at the Factory and draw a card from the blue deck; it is Ammo.
3rd Action: I parlay with the Elgr. I discard my Binoculars and set the Nordic Tribe's hostility to Trade.
4th Action: I trade with the Elgr and discard my Ammo and draw a Scavenge card from the red deck. I drew a Food and discard the Elgr and add a monster token to the Factory tile.
There are no End effects in play that affect me.
5. Monster Activation
The Elgr does not activate or deal damage. The Wolf attacks me for 3 damage.
6. Hunger
I increase my hunger to 3.
7. Check for Win
We have not yet completed all our objectives, so my turn ends. I have taken a total of 3 damage this turn.
Ready for Mission 2
At this point, you know everything you need to play through to the end of Mission 2. Return here when you've successfully completed that mission.
Mission 3
Let's begin as always by turning to Mission 3 in the Mission Log and setting it up. This setup will be similar to Mission 2, but we will be adding the Day/Night deck to the Clock Board. The orientation of this deck to the map is very important and should not be changed after the game begins.
Day Effects
Each time the Clock reaches or advances past Day, the day is triggered. Move all monster tokens on the map according to the red arrow shown on the card's back. If a Monster token is moved into a tile with a player, remove the token and draw a monster. If there are multiple players on that tile, the players may decide who draws the monster.
Monster tokens do not move off of the map, so if a monster token cannot move to a new tile, it does not move. Note that there are also some Day cards that do not have a red arrow. When these trigger, no monster tokens move.
Night Effects
Each time the Clock reaches or advances past Night, the Night is triggered. Draw the top card from the Day/Night deck and turn it over to the Night side and place it on the right side of the Clock Board marked with the Night icon.
Example card: Icy Chill — As a group, discard a blanket or fuel or each player suffers 2 damage.
Night cards have effects that happen immediately or have Ongoing effects and conditions that stay affect play until the next Night card replaces it.
Ready for Mission 3
That's everything you need to know to complete Mission 3. You should have a good grasp of all the major rules at this point. The remaining pages highlight a few things you will encounter in upcoming missions along with a detailed glossary of key terms.
Mission 4
Mission 4 introduces the Ice Age (I) monster set. These monsters are very durable and can take a lot of damage before they die. Be wary of the Mammoth who will draw monster tokens towards your character. Remember that when a monster token moves into your space, remove it and draw a monster card.
Mission 5
Mission 5 introduces the Other (O) Survivors. This will put out two different Tribes in play and each will have a different hostility towards you. You will also notice that some of the monsters in this set are designated as a Boss. Boss monsters act exactly the same as other monster cards, but are immune to some card effects i.e. "discard a non-boss monster card" cannot target a Boss card.
Scorched Wasteland
The Scorched Wasteland campaign does not introduce any new game mechanics, but was designed for long time fans of Maximum Apocalypse who already know how to play the game. The campaign starts off featuring all the modules of the clock board and there is a strong focus on managing Hostility between multiple tribes.
I think this is a good time to remind everyone that you don't have to finish one campaign to start another. Each mission is self-contained and replayable. You can have people drop in and out of your campaign at any time and you are free to change characters in between missions.
Card Anatomy
Instant Actions
A. Instant symbol and card Name
B. Range (if applicable)
C. Card Effect
Remember: As a free action, you can give/take/trade Scavenge cards with other players as long as you are on the same tile. You cannot trade your Survivor cards.
Gear Cards
A. Gear symbol and Storage Cost
B. Card Name
C. Starting Ammo for card (if applicable)
Ammo is displayed as either bullets or fuel. Place the corresponding number of bullet or fuel tokens on the card when it is equipped. Ammunition cards will reload weapons with more bullets, but cards with fuel ammo can only be reloaded by removing an equipped Fuel card within Short Range from the game. Reloading this way fully reloads the gear card.
D. Range of Action
E. Card Action or Effect
When using the action of a gear card with Ammo, discard an ammo token on the card and follow the action and effect described on the card.
Card Ranges
- Short Range: These cards can target and affect the tile that your character currently occupies.
- Midrange: These cards can target and affect the tile that you occupy and adjacent orthogonal tiles.
- Long Range: Target 1-2 tiles away from you but CANNOT target the tile that you currently occupy.
Scavenge Cards
A. Card Type & Card Title — Every Scavenge card falls into the instant category except for Fuel which is equipped immediately as a free action or discarded.
B. Quick Reference — Scavenge cards are color coded and sometimes display numbers here as a quick reference point for sorting and setup.
C. Card Effect — All Scavenge cards only affect the player who plays the card i.e. you can't feed someone else but you can give a player a food card as a free action if they are on the same tile as you.
Character Cards
A. Character Name
B. Starting Health
C. Stealth Stat
D. Name of Action: Range
E. Innate Action or Ability — Example: The Gunslinger's innate ability lets him start with the Colt Pistol equipped with 4 ammo (uses) on it.
Starvation
When your hunger level reaches 6, you start suffering hunger damage. Flip over your character card and place the die at the top of the hunger track and suffer 2 damage. Every turn that you would increase your hunger, instead progress it down this hunger track and suffer the corresponding damage. As soon as you eat something or reduce your hunger level below 6, flip your character card back over. If you starve again, flip your card and place the die at the top of the tracker again.
A. Stealth Stat — This stat often gets worse when starving.
B. Hunger Track — Note that if you reach the skull, you starve to death no matter your remaining health.
C. Lose Innate Ability
Glossary
General Terms
- Attached: If a monster is attached to you, it is currently in your play area in front of your Survivor.
- Scavenge: The scavenge action can only be taken on a particular tile once per turn. If a tile reads, Free Scavenge, draw a Scavenge card from the corresponding Scavenge deck as a free action - this does not count as taking the Scavenge action on that tile.
- Stacking: If there are ever multiple instances of the same effect, they all apply. Example: Every Alien Scientist in play increases all Alien damage by 1, so if there are 2 of these in play all Alien damage is increased by a total of 2.
- Target: any card with health is considered a target. Targets primarily consist of Survivor character cards and monster cards.
Map Tile Triggers
- Action: Spend an action to trigger the text on this tile.
- End: Trigger this effect when you are finished taking your 4 actions.
- Enter: Trigger this effect when you enter the tile (after any situational stealth checks).
- Exposure: The active player draws an Exposure card.
- Reveal: Trigger this effect only when the map tile is first flipped.
- Stop: End your movement for this turn or trigger the effect.
- Test: Perform a Stealth Test. Then follow the Success or Fail text based on your result.
Monster Cards
- Attack: Trigger this effect every time a monster's attack damages a player.
- Burn: Discard the top card of your survivor deck into your discard pile.
- Counter: Range: If the monster is attacked from the designated range and not killed, it immediately retaliates and deals its damage back to the attacking player. If an attack deals damage and stuns, the counter happens before it is stunned. If a monster is already stunned when attacked, it cannot counter.
- Destroy: Trigger this effect when the monster is killed. This effect only damages the player that the monster is attached to. When Destroy is referring to gear, it is telling you to discard an equipped gear.
- Docile: Monsters with this trait do not activate at the end of a turn unless they were damaged this round.
- Drain Life: Causes damage dealt by a monster to also restore that much health to that monster.
- Draw: Draw effects happen as soon as a monster is drawn (even if it's during setup) and apply to the player who drew the card.
- Night: This effect triggers when the clock board reaches the Night location.
- Poison: Place a poison counter on your character card. At the end of every turn, take poison damage equal to the number of poison counters on your character. This is a status effect.
- Stampede: After a monster with Stampede is dealt damage, it immediately attacks and deals its damage. Then it attaches to a different player who is closest in range. If two players are the same number of tiles away, you can pick which player takes the monster.
Status Effects
- Exposure: Exposure cards are considered status effects.
- Insanity: Insanity cards all have different effects but are considered status effects.
- Poison: Place a poison counter on the target card. At the end of a player's turn, deal poison damage equal to the number of poison counters on each card in your play area to that card's health. This is a status effect.
Survivor Cards
- Action: Spend an action to trigger the text on this card. You may spend Actions on cards more than once as long as they have not run out of ammo.
- Discard: Discard this gear card to trigger the game text on this card. The gear must be equipped before you can use this action. Discarding does not count as an action.
- Equip: When you play a gear card into your play area, trigger this effect.
- Gear: these cards are played into a player's area and stay in play, providing new passive abilities and actions available to the player.
- Instant Actions: these cards are played and discarded after following the text on the card.
- Passive: This effect stays active as long as the card is in play.
- Stun: A stunned monster does not activate and deal damage at the end of your turn. During its activation it becomes unstunned instead.
- Weapon: any gear card that deals damage.
Credits
Game Design and Development: Mike Gnade
Original Artwork: Gustav Rangmar
Graphic Design: Gustav Rangmar and Mike Gnade
Special Thanks: Matthew Cangialosi, Rosalie Bryant Gnade, Ryan Ward, Sam Bailey, Nicole Amato, Anthony Amato, Chris O'Neill, Jake Vander Ende, Todd Walsh and the entire Game Makers Guild of Philadelphia.
Playtesters: Stavros Tsiakalos, Paul Richter, Hermes, Patrick Wilhelmi, Martin Koch, Dan "Bacadiar" FitzSimons, Table for Two Show, R. Zachary Gebelein, M. Triemstra, Andrew Pavlis, Daniel P. Stevens, Joshua Burt, Julien Bertrand, James Stewart-Jones, Rae & Chris Yocum, Rob Gaulden, Sontana Intraweat, Sarah Walther, John J. Fitek, Bongo Machongo, Kevin Lee, Jason Hendricks, David Tipton Jr, Psychic Kitty, Zac "Rufus" Fleury, Rick F. Kwan, Tseebaka, Chester C., Hamoud A. Alkhaldi, Zak Richardson, Ziliang Wang, Benjamin Guinane, Leon "Tyrael" Jesmanowicz, Casey Bertels, the Mabie Family, Colton Kenney, Brandon Lindquist, Sanjana Ram and Philipp Luijckx, Raymond Taylor, Michelle Fursa, and Zane Hill
Survivor Card Back Icons made by Lorc and available on game-icons.net.
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